OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: greg147 on 22 Apr 2005, 21:48:48

Title: Changing sights
Post by: greg147 on 22 Apr 2005, 21:48:48
Hi all,
I'm a real noob to editing addons etc. I have read the sticky topic 2nd from the top, but I couldn't make any sense of it.  :-[

My question is, how do I change the sights of a gun to something like this:
http://ofp.gamezone.cz/index.php?showthis=6859

When I click on a Thompson addon, the first few lines are this:
Code: [Select]
Gear_Ammo.paa srpC          h  Gear_Weapon.paa srpC k          1t  Logo.paa srpCz~         â€Å¾\ Logo2.paa srpCçU         |Ã...  Optika.paa srpCk«         nº  optika_Thompson.p3d srpCx          C  sightm.paa srpCâ€Â¡Ã‹Å“         õ  sights.paa srpCR[          ÃƒÂ¡  tg01.pac srpCF«         }û tg02.pac srpCF«         Æ tg03.pac srpCF«         § thompson.p3d srpCQâ„¢         ?ù  logo.pac srpC÷U  
I have to put this sight line, 'modelOptics="\sz_optics\opt_thom' there i'm guessing? Am I right? If so, where do I put it to make the gun have new sights?  ???

Thanks.
Title: Re:Changing sights
Post by: Planck on 22 Apr 2005, 22:44:01
Emmmm......what are you using to display that config file?


Planck
Title: Re:Changing sights
Post by: greg147 on 23 Apr 2005, 07:58:53
Notepad.
Title: Re:Changing sights
Post by: Planck on 23 Apr 2005, 12:38:49
It is still encrypted in some way.

What did you use to depBO the addon?

Try Amalfis PBO decrypter from the Editors Depot.


Planck
Title: Re:Changing sights
Post by: greg147 on 23 Apr 2005, 13:00:06
Of course, de-PBO it. I'm a dumbass at times.  :-[

Anyway, I've de-PBOed it with the one you suggested, and got a bunch of new files. There are:
Gear_Ammo
Gear_Weapon
Logo
Logo2
Optika
optika_thompson
sightm
sights
thompson

When I open them, they still look pretty encoded to me. Its still line after line of squares. Which file should I be looking into?  ???
Title: Re:Changing sights
Post by: Planck on 23 Apr 2005, 13:04:08
The config.cpp is the file you want.

Which you didn't list, which leads me to another question.......is this a BIS model?



Planck
Title: Re:Changing sights
Post by: greg147 on 23 Apr 2005, 13:09:04
No, its the thompson that comes with the Inv44 mod.

There was no config.cpp file in there. I'll try it on another addon, see if that works  :-[
Title: Re:Changing sights
Post by: Planck on 23 Apr 2005, 13:12:16
I'm not familiar with this mods construction, but, they might have it configured in one main config file for the whole mod.

In which case you would need to look at that one.


Planck
Title: Re:Changing sights
Post by: greg147 on 23 Apr 2005, 13:29:01
I tried on on another PBO file, and found the config. I hope i've put everything in the right places, now for testing.  ;)
Title: Re:Changing sights
Post by: greg147 on 23 Apr 2005, 14:33:17
It worked. Thank you Planck  ;D
Title: Re:Changing sights
Post by: greg147 on 27 Apr 2005, 17:22:29
Sorry to unsolve this, but I ran into a problem.  :-[
It only works on some guns.

Heres the config for a gun that has the new sights.
Code: [Select]
class UP_K98Kb:Riffle
   {
      displayName = Karabiner 98k;
      displayNameMagazine="K98K Magazine";
      shortNameMagazine="K98K Mag";

      scopeWeapon = public;
      scopeMagazine = public;
      model="\UP_WW2\KAR98b\kar98b.p3d";
      modelOptics="\sz_optics\opt_kar98";
                picture="\UP_WW2\pics\German\K98.paa";
      optics = true;
      opticsZoomMin=0.35;
      opticsZoomMax=0.35;
                count=5;
      ammo="UP_K98Ammo";
      magazines[]={"UP_K98Kmag"};
      reloadSound[]={\UP_WW2\SOUND\KARSniperReload2.ogg,0.0316,1};
      reloadMagazineSound[]={\UP_WW2\SOUND\KARReload.ogg,0.0316,1};
      modes[]={"Single"};


      class Single
      {
         ammo="UP_K98Ammo";
         multiplier=1;
         burst=0;
              displayName="K98K Single";
          dispersion=0.0100;
         soundContinuous=0;
         reloadTime=1.4;
         sound[]={"\UP_WW2\SOUND\Mauser98Fire.ogg",1.000000,1};
         ffCount=1;
         recoil="riffleSingle";
         autoFire=0;
         aiRateOfFire=2;
         aiRateOfFireDistance=200;
         useAction=0;
         useActionTitle="";
};

That works fine.

In the same config file, heres one of the guns that doesn't work.

Code: [Select]
class UP_BREN:Riffle
   {
      displayName = Berthier-Vickers LMG;
      displayNameMagazine="BREN Magazine";
      shortNameMagazine="BREN Mag";

      scopeWeapon = public;
      scopeMagazine = public;
      model="\UP_WW2\Bren\bren.p3d";
      modelOptics="\sz_optics\opt_bren";
                picture="\UP_WW2\pics\Uk\bren.paa";
      optics = true;
      opticsZoomMin=0.35;
      opticsZoomMax=0.35;
      count=30;
      ammo="UP_DTMAMMO";
      magazines[]={"UP_BRENmag"};
      reloadMagazineSound[]={\UP_WW2\sound\SVT40_reload.ogg,0.0316,1};
      modes[]={"FullAuto"};


      class FullAuto
      {
         ammo="UP_DTMAMMO";
         multiplier=1;
         burst=1;
              displayName="BREN Auto";
          dispersion=0.02500;
         soundContinuous=0;
         reloadTime=0.1200000;
         sound[]={"\UP_WW2\sound\bren.wav",1.000000,1};
         ffCount=1;
         recoil="riffleSingle";
         autoFire=1;
         aiRateOfFire=0.085
         aiRateOfFireDistance=100;
         useAction=0;
         useActionTitle="";
      
      };

I personnaly cannot see any difference that should make the Bren gun keep its original optics. They arn't even mentioned in the file any more, but it still has them.  :-[

Does anyone have any idea where/how i've screwed up?

Thanks